Basic rule to in-game calculations
All stats are distinguished into “Base stat” and “Additional stat.”
The base stat is the unique stat that each Breaker has.
For example, Jungler’s base health is 20,000 while Guillotine’s is 35,000.
Any additional stat from relic and other effects that stack are calculated as a sum.
Ex) If a player obtains two 20% HP Increase relics, this is the same as having a 40% HP increase.
So if your base health is 30,000, your total HP will increase by 12,000.
If you obtain 100% HP increase, your HP will increase by 30000 * (40%+100%) = 42000.
Attack Calculations
Attack Power
This is the basic damage parameter. The value is multiplied to weapon and skill damage for final damage.
When attacking with a weapon : Attack Power * Weapon Power
When attacking with a skil : Attack Power * Skill Power
Crit Chance / Crit Damage
When a crit lands, the damage is multiplied by critical damage percentage.
Ex) Attack Power 200 * Weapon Power 200% * Critical Damage 300% = 1200
*In order to avoid excessive damage HUD appearing, ANVIL shows the sum of all the damage applied during a certain period of time. If a crit occurs at least once during this short period, the final damage appearing in HUD will be shown as crit damage (in yellow text).
Ex) Like the shotgun that fires 10 shots at once, if each bullet deals 100 damage and two of the bullets land as crit, damage will appear as 100 * 8 + 100 * 2 * 150(Crit damage) = 1100 in the HUD and will be shown in yellow.
Weapon Power
Only applies when you basic attack with a weapon. The power is shown in %.
Additional weapon power acquired is added to the current weapon power.
Ex) When obtaining Weapon Power 10% relic, if you are using a 100% weapon power weapon, your weapon power will be 110%.
Attack Speed
The attack speed of your weapon increases by %.
Only applies to basic attacks.
Obtained attack speed is added to current attack speed.
For cannon type weapons, the charge time is shortened by %.
It does not affect reload time.
Skill Power
Only applies to skill attacks. The power is shown in %.
Additional skill power acquired is added to the current skill power.
- Fighter-type’s counterattack skill is affected by skill power
Skill Cooldown
Reduces skill cooldown by %.
Although there is a max cooldown limit, the individual skill cooldown from skill upgrades will stack.
Ex) Skill cooldown 10% + Sandman’s Sniper Shot skill cooldown reduction by 30%
This will result in Sandman Sniper Shot cooldown reduced by 30% then reduced by 10% (multiplied)
- Base cooldown * 0.7 * 0.9
Survival skills such as dash and teleport are not affected by skill cooldown.
Defense calculations
Max HP
The final HP value after all effects of relics and others are applied to base health.
When shields are activated, the shield amount is proportional to max HP so high max HP synergizes well with shields.
Ex) If you have Shield 10% of max HP and base HP is 30,000 and you have relic that gives 100% HP increase for a total of 60,000 HP, a shield of 6,000 will be made.
Defense
Defense decreases the amount of incoming damage by %.
All breakers have a base defense.
Fighter types have 40% defense while others have 30%.
Defense increase relics and effects are applied to the base defense.
Ex) Acquiring Defense increase by 100% for fighter type will result in 40% + 40% * 100% = 80%
Melee / Ranged Damage Reduction
Reduces damage of incoming melee attacks or ranged projectile attacks(beams included) by %.
Unlike Defense, this reduces the damage received, so it is efficient despite smaller values.
It is applied after reduction of damage by defense.
Ex) Having Ranged Damage Reduction 10% and 50% Defense and getting hit by 1000 damage laser beam will deal 1000 * 50% * 90% = 450
Run speed and walk speed
Movement in ANVIL is distinguished into run and walk. While minute control is available on Xbox Game pad, typically basic movement is considered a run while moving while attacking or using a defensive skill is considered a walk.
Movement speed increase is applied to both run and walk.
Walk speed increase is only applied to walk.
- Relic or effect that reduce walk speed to 0 means that you can move around in a run, but cannot move while shooting.
Status Effect
Reduce Status Effect duration
Reduces Status Effect on Breaker by %.
Increase Status Effect duration
Duration of Status effect applied to enemies is increased by %.
Base status effect duration time
Burn : 15 sec
Shock : 7 sec
Freeze : 5 sec
Petrify : 7 sec
Poison : 15 sec
Increase Damage to Status Effect enemies
Increase all damage to enemies under Status Effect by %.
